Hi all!

First post here, not too sure if it's the right place for this! Was not able to find any topics related to this as well!

I'm just wondering if anybody has had experience translating the logic setup we do in Houdini (such as procedurally generating a dungeon) into runtime PCG blueprint/code for unreal/unity? Perhaps through a plugin?

It seems to me that the responsive nature of Houdini seems perfect for prototyping real-time procedural content quickly, and without the need to really write their own PCG system, Indie developers might find Houdini attractive as part of their pipeline!

So a theoretical workflow could just be:

Prototype Procedural Generation setup in Houdini > Read the HDA/HIP into a Unreal/Unity plugin > Call the generation whenever in the game.

It's not really like Houdini Engine where it runs-in-editor, in this case, it's meant to generate in runtime.

Thanks!

Edit: Realized that I meant runtime instead of real-time